ZeoLite357
Chieftain
- Joined
- Jul 9, 2020
- Messages
- 7
The Tier-2 governments of Monarchy, Merchant Republic and Theocracy have interesting minor bonuses and legacy bonuses, but this should go further to define the era.
I suggest giving each Tier-2 government a one-time exciting buff or special CB which is really unique and quite powerful if the stars align in circumstance.
Monarchy
Context: The concept of making peace with your enemy by forming a royal marriage was essential diplomacy in medieval and renaissance Europe and beyond. Current Monarchy benefits are Wall production and a lot of military cards, so we want to balance that with a large potential diplomatic bonus.
Bonus: Provides a one-time Royal Marriage with another civilization (through the Discuss diplomacy). This can only be with another civilization that you have previously been at war with or have denounced. You must be at peace with the civilization. Royal Marriages confer a +75* opinion modifier to the chosen civilization whilst you are a Monarchy and until the end of the era.
Effect: This enables you to essentially ‘force an Alliance’ on a potential troublemaker neighbour, making them an ally. This is great if you have an aggressive neighbour, or failed to fulfil some of their early annoying agendas.
Merchant Republic
Context: Merchant Republics were often small city-states with huge wealth and quite large navies and trading fleets. We feel like the gold-related bonuses for MRs are good, but how about a buff to navies? Here we aim to balance the large economic benefits with a military one.
Bonus: Provides a Trade Dispute CB, in which Grievances generated are -50%*, this CB does not allow military land units to enter foreign territory nor attack cities, but does allow naval units to enter foreign territory, pillage tiles, pillage traders, and attack disembarked or enemy naval units. Cities cannot be targeted or attacked. War length is fixed and only lasts for 5* turns and a white peace is automatically signed after the number of turns.
Effect: This bonus would give MRs a great way to exploit navies to get good pillages, against civilizations who haven’t prioritized navy but still have coastal cities, for lots of gold and the preventing of land units in the CB makes navy more viable.
Theocracy
Context: Theocracies are Gods heavenly rule on earth, with large emphases on Faith bonuses and securing a religious victory. Their bonuses are already very good, but maybe with a slightly tweaked CB they could be even better.
Bonus: The Holy War CB allows you to declare war on a power that has religiously converted one of your cities. With Theocracy government, this CB also allows you go on the offensive and declare war on any power that has a majority of cities converted to another Religion from your own, assuming they also own a city within 5 tiles from one of your cities, without prior denunciation. Only applies in the Renaissance Era.
Effect: Often in games the AI may not have converted one of my cities, and so in general many of the CBs are ineffective. This added bonus with the Theocracy government really gives it a domination bonus within a timeframe to maximise its land unit purchase by Faith bonus.
* Subject to game balancing
Thoughts?
I suggest giving each Tier-2 government a one-time exciting buff or special CB which is really unique and quite powerful if the stars align in circumstance.
Monarchy
Context: The concept of making peace with your enemy by forming a royal marriage was essential diplomacy in medieval and renaissance Europe and beyond. Current Monarchy benefits are Wall production and a lot of military cards, so we want to balance that with a large potential diplomatic bonus.
Bonus: Provides a one-time Royal Marriage with another civilization (through the Discuss diplomacy). This can only be with another civilization that you have previously been at war with or have denounced. You must be at peace with the civilization. Royal Marriages confer a +75* opinion modifier to the chosen civilization whilst you are a Monarchy and until the end of the era.
Effect: This enables you to essentially ‘force an Alliance’ on a potential troublemaker neighbour, making them an ally. This is great if you have an aggressive neighbour, or failed to fulfil some of their early annoying agendas.
Merchant Republic
Context: Merchant Republics were often small city-states with huge wealth and quite large navies and trading fleets. We feel like the gold-related bonuses for MRs are good, but how about a buff to navies? Here we aim to balance the large economic benefits with a military one.
Bonus: Provides a Trade Dispute CB, in which Grievances generated are -50%*, this CB does not allow military land units to enter foreign territory nor attack cities, but does allow naval units to enter foreign territory, pillage tiles, pillage traders, and attack disembarked or enemy naval units. Cities cannot be targeted or attacked. War length is fixed and only lasts for 5* turns and a white peace is automatically signed after the number of turns.
Effect: This bonus would give MRs a great way to exploit navies to get good pillages, against civilizations who haven’t prioritized navy but still have coastal cities, for lots of gold and the preventing of land units in the CB makes navy more viable.
Theocracy
Context: Theocracies are Gods heavenly rule on earth, with large emphases on Faith bonuses and securing a religious victory. Their bonuses are already very good, but maybe with a slightly tweaked CB they could be even better.
Bonus: The Holy War CB allows you to declare war on a power that has religiously converted one of your cities. With Theocracy government, this CB also allows you go on the offensive and declare war on any power that has a majority of cities converted to another Religion from your own, assuming they also own a city within 5 tiles from one of your cities, without prior denunciation. Only applies in the Renaissance Era.
Effect: Often in games the AI may not have converted one of my cities, and so in general many of the CBs are ineffective. This added bonus with the Theocracy government really gives it a domination bonus within a timeframe to maximise its land unit purchase by Faith bonus.
* Subject to game balancing
Thoughts?